Is it that weird that I enjoy the combat/interactivity of these games rather than the level design?
No
After all it's the aspect that most people nowadays consider being the best thing about these games
It's just that it's objectively not the best thing about them
Dark Souls 2 ... has a lot of ghetto design
Such as?
Bosses were very well designed
lol
Some bosses are nice, but most are just rollslop r1 spam galore
Sure it would hurt DD2 sales - though perhaps not by much, as I don't see much overlap between audiences
What makes you think that?
Soulsborne
>originated in the heyday of the 7th gen
>established a specific and lauded reputation from the get go
>steadily increased it's popularity and success through regular game releases over the past decade
>each game tries to cater to the expectations of their growing audience
>aesthetics and tone are a mishmash of various fantasy ips beloved by the game's director
>unconventional storytelling and vague worldbuilding
>world map is essentially a collection of "dungeons" and level design is built primarly for combat encounters
>greater emphasis on equipment over character building (stats, skills, etc.)
>simplistic, yet adequate, combat mechanics and enemy design
DD
>released at the tail end of the 7th gen
>said hardware could barely run the game
>the game itself was half finished at best
>disregarded by most as Capcom's poor Skyrim clone
>aside from ports and a japan only mmo that was shitcanned after 3 years, it got no other releases to establish the IP outside it's cult following
>2 years ago almost everyone thought the IP was dead and buried
>both the original game and the sequel are essentially the game's director dream DnD game, not trying to cater to fan expectations much but rather trying to fullfill a very specific vision
>aesthetics and tone are straight out of classic DnD, minor inspirations from other fantasy ips
>traditional storytelling and worldbuilding
>world map and level design like classic jRPG's and Zelda, built to echo a sense of adventure
>greater emphasis on character building (stats, skills, etc.) over equipment
>intricate and multilayered combat mechanics and enemy design
Really the only similarities between the two is that they're both open-world, jARPG's
Sure there's players from both audiences that might play both game
But the differences in game experience are too great for these two audiences to "mix" that easily